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Dieselcraft 2

Feb 27th, 2015
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  1. Dieselcraft 2
  2.  
  3. MAGIC
  4. Three classes: Witch, Theurge, and Fatalist
  5. WITCH - Hexes and curses. Primarily debuffing enemies and the like; heavily ritualistic and time consuming, must prepare beforehand (usually). Fairly powerful.
  6. THEURGE - Miracles and healing. Prays to various domains saints for buffs and remedies. Takes a moderate amount of time, often heavy resource consumption in a minor ritual or sacrifice.
  7. FATALIST - Changes probability, primarily altering the outcome of die rolls on a situational basis. Takes little time and resources and can be easily repeated, but is the least powerful of the three.
  8.  
  9. SORCERY!
  10.  
  11. Abandonment - St Luihi Orione
  12. Against Demonic Possession - St Bruno
  13. Airforce - St Joseph of Cupertino
  14. Artists - St Catherine
  15. Aviators - St Therese of Lisieux
  16. Lost Causes - St Jude
  17. Vision - Saint Clare
  18. Hunters - St Eustace
  19. Illness - St Bernadette
  20. Sailors - St Brendan the Navigator
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  24. Witch, Theurge, and Fatalist
  25. -----
  26. Prime attributes - Acuity and Fortitude
  27. -----
  28. Hit dice: 1d4
  29. -----
  30. Special Ability: RUNE-WRITER (Witch), BLESSED PRAYER(Theurge), or MYSTERIOUS LUCK (Fatalist)
  31. -----
  32. Class Skills
  33. +Combat/Martial
  34. +Deception
  35. +History
  36. +Leadership
  37. +Occult
  38. +Perception
  39. +Religion
  40. -----
  41. EXPERIENCE TABLE
  42. ====================================
  43. LVL HIT DICE XP
  44. 1 1d4 0
  45. 2 1d4+1 20
  46. 3 2d4 40
  47. 4 2d4+1 80
  48. 5 3d4 160
  49. 6 3d4+1 320
  50. 7 4d4 640
  51. 8 4d4+1 1280
  52. 9 5d4 2500
  53. 10 5d4+1 3700
  54. 11+ +2 HP/level +1250/level
  55. -----
  56. ATTACK BONUS AND SAVING THROWS
  57. =========================================================================
  58. LVL AB PHYS SAVE MENT SAVE EVA SAVE LUCK SAVE
  59. 1-2 +0 12 16 14 13
  60. 3-4 +0 11 15 13 12
  61. 5-6 +1 10 14 12 11
  62. 7-8 +1 9 13 11 10
  63. 9-10 +2 8 12 10 9
  64. 11-12 +2 7 11 9 8
  65. 13-14 +3 7 10 8 8
  66. 15-16 +3 6 9 7 7
  67. 17-18 +4 6 8 7 7
  68. 19+ +4 5 7 6 6
  69. -----
  70. TRAINING PACKAGES
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  104. Misc rules
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  106. GREMLINS
  107. Also, gremlins, used like anti fate points. The GM has two gremlin points for each session. He can expend a point to make a piece of equipment fail at any time during the session. This equipment has to have been left out or unwatched the night before, or otherwise accessible in a reasonable manner (if an 8 year old child couldn't get to it, neither can gremlins). A vehicle failing to start, a gun getting a squib, a gear gummied up, are all examples of what a gremlin can do. (If the equipment fails while a player is using it, then any relevant roll also automatically fails.) The tampering is never serious and can be fixed with a roll of 7 or more in the relevant tech category. The GM can expend both points simultaneously to make it a check of 9 or more. Each time the GM expends a gremlin point, each player receives a +1 bonus token that they can use on any roll. The players can use the token after the roll is made, if they want.
  108.  
  109. The gremlin system is optional. Talk to your players and agree if you want to implement gremlins.
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